Update Cryville.Input.Unity.Builtin.
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@@ -8,25 +8,27 @@ namespace Cryville.Input.Unity {
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/// </summary>
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/// </summary>
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/// <typeparam name="T">The GUI event receiver type.</typeparam>
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/// <typeparam name="T">The GUI event receiver type.</typeparam>
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public class UnityGuiInputHandler<T> : InputHandler where T : UnityGuiEventReceiver {
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public class UnityGuiInputHandler<T> : InputHandler where T : UnityGuiEventReceiver {
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GameObject _receiver;
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readonly GameObject _receiver;
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T _recvComp;
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readonly T _recvComp;
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/// <summary>
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/// <summary>
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/// Creates an instance of the <see cref="UnityGuiInputHandler{T}" /> class.
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/// Creates an instance of the <see cref="UnityGuiInputHandler{T}" /> class.
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/// </summary>
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/// </summary>
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public UnityGuiInputHandler() { }
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public UnityGuiInputHandler() {
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/// <inheritdoc />
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protected override void Activate() {
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_receiver = new GameObject("__guiRecv__");
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_receiver = new GameObject("__guiRecv__");
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_recvComp = _receiver.AddComponent<T>();
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_recvComp = _receiver.AddComponent<T>();
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_recvComp.SetFeedCallback(Feed);
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_recvComp.SetFeedCallback(Feed);
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_recvComp.SetBatchCallback(Batch);
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_recvComp.SetBatchCallback(Batch);
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}
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}
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/// <inheritdoc />
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protected override void Activate() {
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_recvComp.enabled = true;
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}
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/// <inheritdoc />
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/// <inheritdoc />
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protected override void Deactivate() {
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protected override void Deactivate() {
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if (_receiver) GameObject.Destroy(_receiver);
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if (_recvComp) _recvComp.enabled = false;
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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